but what about wake up dps or anti airs thats what always causes me do draw back???
KoF gives you a few awesome ways to deal with DPs.
First off, many of the strong varieties of DPs are punishable. And they often offer the most reliable version to counter a jumper. Hence, baiting DPs is very useful aganist certain opponents.
When your opponent is standing, advance on them with jumping

like you were doing with Shen. This puts them in heavier hitstun on block, which gives them less time (if any at all, if you keep hopping) for them to Anti-air you.
If you score a knockdown, you can bait a DP by running in, acting a fool over the opponents body with punches and crap, and then backrolling RIGHT before they'd DP. If you time it right, you'll recover, and be ready to run in and quickly combo them, as they recover from their failed reversal.
Auto Correct / 100% safe DPs aren't as big a deal here as in SF. With certain characters, you can hit DP people with a crossup on their way up (for example, Ralf's jump B could hit K' on way up out of his DP, if you time it JUST right.)
People like to DP jumpy opponents, so hop around their body after a hard knockdown. You'll increase the chance that they'll DP you with that.
For people without DPs, what to do on wakeup is a bit different:
Anti-air normals (Like Shen's Crouching

), just block and then sweep afterwards. Most good Anti-air crouch

s in KoF leave the opponent open if they don't cancel the recovery into another move.
Grapplers want to THROW you on wakeup. Since most command motion throws on reversal are instant, you can't beat them with any attacks, and even the roll-back strategy can get you thrown. So, you'll mostly be doing hop cross-ups with characters that have them, or just straight up jumps to bait the grab, letting you fall back down and combo.
A couple chara specific notes for knockdown situations:
Shen: start charging a SHEN WOO PUNCH right outside of their uppercut range. If they sit there and block it, you land a guard break after fully charged punch, and can combo. If they backroll, cancel the punch, and run in and pressure them. They roll towards you, cancel, wall into their roll, and throw them.
Ralf: Run up to their grounded body, then jump up-back. as they wake up, fall back down with you aerial dive punch (Blitzkrieg Punch, qcf+P in air). This hits overhead, and the explosion leave you hard to punish. So it's a nice mixup.
Hwa: I'd stay out of range, and poke with his slide, trying to hit confirm into his Dragon Kick. Dragon Backbreaker DM would probably also be good, I think it has invincible startup, it it counts as a leaping throw. Can't say too much more, as I've never played him.